/* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
/* refname */ ATTRIB(Mortar, netname, string, "mortar");
/* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bouncefactor, float, NONE) \
+ P(class, prefix, bouncestop, float, NONE) \
+ P(class, prefix, damageforcescale, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, health, float, BOTH) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, lifetime_bounce, float, SEC) \
+ P(class, prefix, lifetime_stick, float, BOTH) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, remote_detonateprimary, float, SEC) \
+ P(class, prefix, remote_minbouncecnt, float, PRI) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, speed_up, float, BOTH) \
+ P(class, prefix, speed_z, float, BOTH) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, type, float, BOTH) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Mortar, mortar)
+#undef X
ENDCLASS(Mortar)
-REGISTER_WEAPON(MORTAR, NEW(Mortar));
-
-#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
-#define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, BOTH, ammo) \
- w_cvar(id, sn, BOTH, animtime) \
- w_cvar(id, sn, NONE, bouncefactor) \
- w_cvar(id, sn, NONE, bouncestop) \
- w_cvar(id, sn, BOTH, damage) \
- w_cvar(id, sn, BOTH, damageforcescale) \
- w_cvar(id, sn, BOTH, edgedamage) \
- w_cvar(id, sn, BOTH, force) \
- w_cvar(id, sn, BOTH, health) \
- w_cvar(id, sn, BOTH, lifetime) \
- w_cvar(id, sn, SEC, lifetime_bounce) \
- w_cvar(id, sn, BOTH, lifetime_stick) \
- w_cvar(id, sn, BOTH, radius) \
- w_cvar(id, sn, BOTH, refire) \
- w_cvar(id, sn, SEC, remote_detonateprimary) \
- w_cvar(id, sn, PRI, remote_minbouncecnt) \
- w_cvar(id, sn, BOTH, speed) \
- w_cvar(id, sn, BOTH, speed_up) \
- w_cvar(id, sn, BOTH, speed_z) \
- w_cvar(id, sn, BOTH, spread) \
- w_cvar(id, sn, BOTH, type) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
+
#ifdef SVQC
-MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float gl_detonate_later;
.float gl_bouncecnt;
#endif
METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
+ thiswep.wr_reload(thiswep);
} else if(fire & 1)
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
}
}
}
- METHOD(Mortar, wr_init, void(entity thiswep))
- {
- MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
{
float ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
return ammo_amount;
}
- METHOD(Mortar, wr_config, void(entity thiswep))
- {
- MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
METHOD(Mortar, wr_reload, void(entity thiswep))
{
W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO